So, Tribal Weaknesses. I am setting out to rewrite or replace most of them to make them more sensible. I'm not running a game, this is just for fun but I want to get them reasonable, and balanced with each other.
I subscribe to the same theory as The Cat Came Back above: Tribal weaknesses shouldn't be a mechanical kludge to enforce a Tribal culture/behavior stereotype, and can't be related to bloodline or Pure Breed. But many of them could be something that comes from the Tribal totem, or the spiritual condition of the Tribe. Essentially, when you complete your Rite of Passage you are adopted into the totem's brood, and spiritually bind your soul to become like the souls of the rest of the Tribe.
Another potential source of tribal weaknesses is a social prejudice that other Garou put upon you based on your tribe, and sometimes human prejudice against your perceived class or ethnicity.
What I have so far are listed below. Totem bans and other spiritual conditions are underlined. Social conditions are italic. I am looking for feedback to make these balanced, and suggestions to fill in the blanks.
Originally posted by The Cat Came Back
View Post
Another potential source of tribal weaknesses is a social prejudice that other Garou put upon you based on your tribe, and sometimes human prejudice against your perceived class or ethnicity.
What I have so far are listed below. Totem bans and other spiritual conditions are underlined. Social conditions are italic. I am looking for feedback to make these balanced, and suggestions to fill in the blanks.
- Black Furies (modern): some sort of imbalance towards the Wyld, maybe makes them mercurial on a botch in rural/wild settings?
- Black Furies (ancient): a weaker version of Ratkin Gnosis rapture in the wilderness.
- Bone Gnawers, Wangtong: Garou and human social prejudice against their tribe for their class (or perceived class)
- Children of Gaia: Reduced Delirium, due to less violence in the Impergium
- Croatan/Middle Brother: ?
- Fianna: ?
- Get of Fenris: Fenris’ Ban: lose (more) temporary Renown for cowardice (lesser version of pack totem Ban)
- Glasswalkers, Boli Zousizhe, Hakken (modern): difficulty regaining Gnosis in rural places (needs 2x successes)
- Hakken (pre-modern), Iron Riders: difficulty regaining Gnosis on natural ground (needs 3x successes)
- Hakken (ancient) : ?
- Tetrasomian, City Warders, Warders of Men: ?
- Red Talons, Kucha Ekundu (modern): difficulty regaining Gnosis in urban, suburban, and other developed places (needs 2x successes)
- Red Talons (ancient): a weaker version of Ratkin Gnosis rapture in the wilderness
- Shadow Lords: distrusted by other tribes outside the pack (modern multi-tribe septs); or canon Failure’s Dagger (in mono-tribal septs)
- Siberakh: Sable’s Ban: lose their tribe if they leave Siberia (but this seems way too harsh)
- Silent Striders: The Curse of Sutekh, including the ghost haunting (only occurs up to once per session, need not happen immediately after botching)
- Silver Fangs: Luna’s Curse of Madness: minor derangement (doesn’t have to come up in a crippling way every single session, or can go away during their auspice moon); only a full derangement for a King who reigns more than 7 years; perhaps gradually getting worse over the millennia
- Stargazers: Chimera’s Ban: lose [more] temporary Renown when you frenzy, pay 1 more pt for a dot of Rage (or are “clumsy in using Rage” because they try so hard to suppress it (suggested by Ana Mizuki))
- Younger Brother and Older Brother (colonized): all the disadvantages of being a target of white supremacist racism
- Older Brother (pre-colonial): ?
- Younger Brother (pre-colonial): distrusted in certain situations (by Kinfolk and other tribes) due to cannibal totem? (but this wouldn’t matter in their large single-tribe regions)
- White Howlers: ?
Comment